(New infobox template for UMvC3 characters) |
(Adding shortname "shortname" variable. If a character's full name is different from the name used for their page ie. "Nemesis" vs "Nemesis T-Type", you can specify them separately. Otherwise, it can be ignored.) |
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<includeonly><div style="display: flex; flex-wrap:wrap-reverse;"> | <includeonly><div style="display: flex; flex-wrap:wrap-reverse;"> | ||
<div style="display: flex;flex-direction: column;flex:8;min-width:300px;padding: 10px;"> | <div style="display: flex;flex-direction: column;flex:8;min-width:300px;padding: 10px;"> | ||
{{Character Subnav UMVC3|name={{#if: {{{shortname|}}} | {{{shortname}}} |{{{name}}}}}}} | |||
{{{content}}} | {{{content}}} | ||
</div> | </div> | ||
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! colspan="2" style="text-align: center;" {{!}} '''Character Data''' | ! colspan="2" style="text-align: center;" {{!}} '''Character Data''' | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Health}} | ! style="font-size:85%" {{!}} {{Tooltip|text=Health|hovertext=The amount of maximum health for the character. A character whose health is reduced to zero is considered knocked out and unavailable for the remainder of the round.}} | ||
{{!}} style="font-size:85%" {{!}} {{{health}}} | {{!}} style="font-size:85%" {{!}} {{{health}}} | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} | ! style="font-size:85%" {{!}} [[Ultimate_Marvel_vs_Capcom_3/System#The Magic Series|Ground Magic Series]] | ||
{{!}} style="font-size:85%" {{!}} {{{magicseries}}} | {{!}} style="font-size:85%" {{!}} {{{magicseries}}} | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Air Chain Combo Limit}} | ! style="font-size:85%" {{!}} {{Tooltip|text=Air Chain Combo Limit|hovertext=The number of aerial normal attacks the character can chain together during a regular jump. The most common entries are Three - the character can chain up to three air normals together, and None - The character has no limit on how many air normals they can chain together. This only applies to chains started from a regular jump, there is no limit on air chains during a Superjump.}} | ||
{{!}} style="font-size:85%" {{!}} {{{airchain}}} | {{!}} style="font-size:85%" {{!}} {{{airchain}}} | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Forward Dash Duration}} | ! style="font-size:85%" {{!}} {{Tooltip|text=Forward Dash Duration|hovertext=The amount of time in frames that the character's forward grounded dash takes to fully complete. Because dashes do not travel a fixed distance, and because most characters can cancel their dashes at almost any point, this is not necessarily a measurement of their dash speed.}} | ||
{{!}} style="font-size:85%" {{!}} {{{forwarddash}}} frames | {{!}} style="font-size:85%" {{!}} {{{forwarddash}}} frames | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Backdash Duration}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Backdash Duration|hovertext=The amount of time in frames that the character's backward grounded dash takes to fully complete. Because dashes do not travel a fixed distance, and because most characters can cancel their dashes at almost any point, this is not necessarily a measurement of their dash speed.}} | ||
{{!}} style="font-size:85%" {{!}} {{{backdash}}} frames | {{!}} style="font-size:85%" {{!}} {{{backdash}}} frames | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Jump Duration}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Jump Duration|hovertext=The amount of time in frames it takes for a character to return to the ground after performing a normal jump. 41 frames is considered standard, but some characters have longer or shorter jumps.}} | ||
{{!}} style="font-size:85%" {{!}} {{{jump}}} frames | {{!}} style="font-size:85%" {{!}} {{{jump}}} frames | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Superjump Duration}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Superjump Duration|hovertext=The amount of time in frames it takes for a character to return to the ground after performing a superjump. 81 frames is considered standard, but some characters have longer or shorter jumps.}} | ||
{{!}} style="font-size:85%" {{!}} {{{superjump}}} frames | {{!}} style="font-size:85%" {{!}} {{{superjump}}} frames | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Walljump?}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Walljump?|hovertext=Whether the character can perform a Wall Jump by jumping backwards against the edge of the stage, then holding Up-Forward to leap off of it.}} | ||
{{!}} style="font-size:85%" {{!}} {{{walljump}}} | {{!}} style="font-size:85%" {{!}} {{{walljump}}} | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Doublejump?}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Doublejump?|hovertext=Whether the character can perform a second jump while already airborne.}} | ||
{{!}} style="font-size:85%" {{!}} {{{doublejump}}} | {{!}} style="font-size:85%" {{!}} {{{doublejump}}} | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Airdash?}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Airdash?|hovertext=Describes the character's airdash, if they have one. The most common entries besides None are 2-Way - the character can airdash both forwards and backwards, and 8-Way - the character can airdash in any cardinal or diagonal direction.}} | ||
{{!}} style="font-size:85%" {{!}} {{{airdash}}} | {{!}} style="font-size:85%" {{!}} {{{airdash}}} | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Damage Boost (1/2/3)}} | ! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Damage Boost (1/2/3)|hovertext=The damage boost granted to all attacks while in X-Factor levels 1, 2 and 3 respectively. This is an increase to Base Damage, and so it also increases meter gained by attacking by the same amount.}} | ||
{{!}} style="font-size:85%" {{!}} {{{xfactordamage1}}}% / {{{xfactordamage2}}}% / {{{xfactordamage3}}}% | {{!}} style="font-size:85%" {{!}} {{{xfactordamage1}}}% / {{{xfactordamage2}}}% / {{{xfactordamage3}}}% | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Speed Boost (1/2/3)}} | ! style="font-size:85%" {{!}} {{Tooltip| text=X-Factor Speed Boost (1/2/3)|hovertext=The boost to speed granted while in X-Factor levels 1, 2 and 3 respectively. Increases walkspeed, dash speed, jump/superjump speed, and the speed of all attacks.}} | ||
{{!}} style="font-size:85%" {{!}} {{{xfactorspeed1}}}% / {{{xfactorspeed2}}}% / {{{xfactorspeed3}}}% | {{!}} style="font-size:85%" {{!}} {{{xfactorspeed1}}}% / {{{xfactorspeed2}}}% / {{{xfactorspeed3}}}% | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Normals, Specials)}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Normals, Specials)|hovertext=The lowest that damage of normal moves and special moves can be reduced from their base value as a result of Damage Scaling. Higher is better, as it means that a higher total percentage of the attack's base damage will still be dealt to opponents even late in a combo.}} | ||
{{!}} style="font-size:85%" {{!}} {{{minimumdamagenormal}}}% | {{!}} style="font-size:85%" {{!}} {{{minimumdamagenormal}}}% | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Hypers)}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (Hypers)|hovertext=The lowest that the damage of hyper moves can be reduced from their base value as a result of Damage Scaling. Higher is better, as it means that a higher total percentage of the attack's base damage will still be dealt to opponents even late in a combo.}} | ||
{{!}} style="font-size:85%" {{!}} {{{minimumdamagehyper}}}% | {{!}} style="font-size:85%" {{!}} {{{minimumdamagehyper}}}% | ||
{{!}}- | {{!}}- | ||
! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (X-Factor)}} | ! style="font-size:85%" {{!}} {{Tooltip| text=Minimum Damage Scaling (X-Factor)|hovertext=The lowest that the damage of any attack can be reduced from its base value while in X-Factor. This is always 35% for the entire cast, and only included as a reminder. If a character's Minimum Damage Scaling for a specific attack is higher - such as if they have a 40% Minimum Damage Scaling on Hypers, that value will be used even if the character is in X-Factor.}} | ||
{{!}} style="font-size:85%" {{!}} {{{minimumdamagexfactor}}}% | {{!}} style="font-size:85%" {{!}} {{{minimumdamagexfactor}}}% | ||
|}</div></div></includeonly><noinclude>{{doc}} | |}</div></div></includeonly><noinclude>{{doc}} |
Latest revision as of 17:57, 5 February 2023
Template DocumentationEdit This Documentation
Template:Infobox Character UMVC3/Documentation
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This documentation is automatically transcluded from Template:Infobox Character UMVC3/Documentation and is not included when this page is transcluded.
Introduction
A mutant and member of the X-Men, Wolverine's power gives him immense regenerative capabilities known as a Healing Factor. Far more iconic, however, is the adamantium skeleton grafted into his body as part of the Weapon X project, including three retractable claws on each hand.
Strengths | Weaknesses |
---|---|
|
|
Wolverine | |
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Character Data | |
Health | 950,000 |
Ground Magic Series | Zig-Zag/Stronger++ |
Air Chain Combo Limit | None |
Forward Dash Duration | 20 frames |
Backdash Duration | 34 frames |
Jump Duration | 39 frames |
Superjump Duration | 80 frames |
Walljump? | Yes |
Doublejump? | No |
Airdash? | No |
X-Factor Damage Boost (1/2/3) | 25% / 45% / 65% |
X-Factor Speed Boost (1/2/3) | 15% / 25% / 35% |
Minimum Damage Scaling (Normals, Specials) | 10% |
Minimum Damage Scaling (Hypers) | 35% |
Minimum Damage Scaling (X-Factor) | 35% |